|
DESIGN
DIARY
In
this column, I cover issues that come up during the process
of writing Arcana
Unearthed: A Variant Player's Handbook and its follow-up
products. Some are specific design issues, while others
are somewhat more esoteric. I hope you find them all informative
and interesting, answering a lot of the questions you have
about the book, the kinds of things designers think about,
and about the whole publishing process. This Design Diary
will be updated sometimes every week, sometimes every other
week. -- Monte
Magic Items in The Diamond Throne
DATE:
August 28, 2003
Magic
items in Monte Cook's Arcana Unearthed and in The
Diamond Throne sometimes require a little bit
of thought on the DM's part. Using them isn't a problem,
and there are really no conversion issues from d20 books.
You can put bracers of armor, a rod of lordly might,
a lantern of revealing, and a flaming axe in
your adventure with no problems. You might run into situations
where a given item is based on a spell effect that does
not appear in Arcana Unearthed (and has no close
analog), requiring you to look at the Player's Handbook,
but that's merely a slight inconvenience. (The same can
be true of some core monsters that you might want to use
in your Arcana Unearthed campaign.)
Choose
Your Items With Care
The chapter on magic items in The Diamond Throne
cautions against allowing items that have effects that
were clearly removed from the system presented in Monte
Cook's Arcana Unearthed. Like haste, for one example.
Instant death effects for another. But ultimately that's
more of a flavor issue than an actual rules issue and
is up to an individual DM.
If
I were you, I wouldn't randomly generate items out of
the DMG to use in the Diamond Throne setting. First off,
you'll get undesirable results, like those mentioned above.
You'll also not get some desired results. You'll
never generate a +2 flaming litorian warclub, for
example. Monte Cook's Arcana Unearthed is for more
advanced, sophisticated DMs, so I'm going to just state
right here that your campaign overall will be better if
you don't use random generation for your items, but instead
pick them from the lists. It's more work, and takes more
thought, but it will be worth it in the end.
Create
Your Own
Creating and pricing magic items are where the DM needs
to devote a few more minutes of time. The item creation
feats in Arcana Unearthed are straightforward and,
I think, streamlined. For example, it doesn't make a distinction
between a ring, a rod, and other kinds of wondrous item.
They're just all constant items. And actually, even that's
not true. You could make a one-use ring. Or a charged
rod. The point is actually that the form no longer dictates
the function.
When
looking through the DMG's list of items (or those found
in any d20 product), you'll need to keep in mind that
item categories differ between Arcana Unearthed
and D&D. A few things listed as wondrous items, for
example, like feather tokens, are really one-use
items, not constant items. But that's pretty straightforward.
You'll want to use the DMG for what I'll call "standard
power items." These are the items that don't directly
mimic spells and don't use the formula (spell level times
caster level times some number) to derive their price,
but instead have their own standard formulas -- like +1
swords, rings of protection, bracers of armor, and
so on.
A
Question of Price
So
shouldn't some DMG items be repriced under the Arcana
Unearthed paradigm? Shouldn't a ring of invisibility
cost more because in Arcana Unearthed it's based
on a 3rd-level spell rather than a 2nd-level spell? Shouldn't
the prices of charm-related items be higher because
of the spell's magic item creation modifiers?
Yes.
In fact, Arcana Unearthed purists are not going
to use any items out of the DMG (with the exception of
standard power items). They're going to use only The
Diamond Throne items and items created using the rules
presented in the Arcana Unearthed feats.
Are
you going to wreck your game if you don't go through and
reprice all the DMG items? No. And, you'll find, most
of them don't need to be repriced anyway -- the two creation
systems just aren't that dissimilar in the end. If you
put in a couple of items from the DMG, one at a time,
here and there, it's no big deal. Eyeball the price if
price becomes an issue, but otherwise don't worry about
it.
You'll
do a much better job of conveying the flavor of the game,
however, if you take the time to create mostly new items,
or use those in The Diamond Throne. A rod of
wonder, for example, feels very D&D. You'll do
your campaign a favor, if you create a necklace of
dazzlespheres, a circlet of reading minds,
a ring of saving grace, or a staff of muddy
ground. These "feel" different than the
items your players are used to.
And
of course, the Arcana Unearthed pricing guidelines
are a must when the PCs want to create items. Then, you
want to put your DMG away -- except for the aforementioned
standard power items. The PC item creator should only
have access to the Arcana Unearthed spells and
feats when creating new items.
From
a design standpoint, surprisingly, most of the issues
that come up regarding magic items are more flavor related
than balance related.
DESIGN
DIARY PAST ENTRIES
*
A Look at the Land -- August
15, 2003
"This
week I've prepared an excerpt from The Diamond
Throne. As I've said previously, it was my design
choice to spend most of the gazetteer portion of the
book on the general aspects of the world..."
*
Designing a World -- August
7, 2003
"I
have mixed feelings about campaign settings. On one
hand -- speaking as designer -- it's fun, challenging,
and rewarding to create a whole world that's all your
own...."
*
Weapons and Armor -- July
17, 2003
"I
absolutely love the introduction of exotic weapons
into D&D. It's one of my favorite things about
3rd Edition. In Arcana Unearthed, I wanted
to make sure that the exotic weapons were worth the
feat required to use them...."
*
Greenbond Notes -- June
26, 2003
"Last
week's preview
of the greenbond class gives a nice glimpse of
a lot of Arcana Unearthed issues. First off,
the greenbond is no druid...."
*
Spell Templates -- June
12, 2003
"This
week I thought I'd discuss an idea that I'm really very
happy with. The idea is spell templates..."
*
Playtesting -- June
5, 2003
"Playtesting
is extremely important to me. When we developed 3rd
Edition, we did more playtesting than perhaps any other
RPG product, ever...."
*
High Magic -- May
29, 2003
"I
referred to the Diamond Throne as a high-magic setting.
I should clarify..."
*
The Diamond Throne -- May
23, 2003
"So
it's about time I start talking about the Diamond Throne.
The Diamond Throne is a campaign setting for
Arcana Unearthed -- the default setting, like
Greyhawk for D&D, I suppose...."
*
Death's Door -- May
8 , 2003
" I
like the D&D death's door rules. I like that at
0 hp, you're still up and can take a limited action,
but then you exhaust yourself...."
*
Hero Points -- May
1, 2003
"A
roleplaying campaign can be like putting up wallpaper...."
*
Truenames -- April
18, 2003
"Truenames
are common in many fantasy settings. I think I first
became aware of the concept in Ursula K. LeGuin's Earthsea
trilogy..."
*
Go, Go, Go! -- April
10, 2003
"Short
entry this time. I hate spells with 1 minute/level durations...."
*
Ceremony -- April
3, 2003
"I
think I've already mentioned that one of the goals I
set for myself with Arcana Unearthed was to make
things a little less generic...."
*
Things That Rules Take Away -- March
21, 2003
"There
are aspects of fantasy roleplaying that rules, inadvertently,
can actually take away...."
*
Still Talking Classes -- March 13,
2003
"I've
saved some of the best classes for last. Let's talk
about the runethane, the mage blade, and the witch...."
*
More Classes -- February 27, 2003
"This
time, I want to tell you about some of the other classes:
akashics, magisters, and greenbonds...."
*
Build a Better Fighter -- February
23, 2003
"The
title this week is facetious. It really should be 'build
a different fighter'...."
*
The Magic Balancing Act -- February
13, 2003
"In
Arcana Unearthed I'm introducing a new method
of magic item pricing. First, I streamlined the item
creation feats..."
*
More Magic -- January 23, 2003
"This
week, I thought I'd talk more about the new magic system
in Arcana Unearthed."
*
Magic -- January 17, 2003
"As
a designer, magic in Arcana Unearthed posed a
huge challenge. I knew that I wanted to ditch the Vancian
system...."
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."
|